Dungeons
GameMastery Guide, page 173
One of the most beloved and common adventuring sites in the game is the dungeon. In the Pathfinder Roleplaying Game, the word “dungeon” has a much wider definition than merely an underground prison cell—instead, “dungeon” in this chapter refers to a connected series of rooms and hallways within which are scattered numerous encounters with monsters, traps, and other challenges. A dungeon, under this definition, could be the underground levels of a fortress, the fortress itself, a series of caverns, a basement under a house, the house itself, a lonely tower in the woods, a shipwreck, a treasure vault, an abandoned crypt, or any other location that has a series of hard boundaries to limit exploration. Generally, these boundaries are represented by solid walls, but in some cases they can be dense vegetation (such as in a hedge maze), treacherous cliffs (for a series of mountain ledges), or even a fence enclosing a large area (like a graveyard). The key defining feature of a dungeon is simply that the encounter areas are connected and self-contained.
There’s a reason that dungeons are so common in the game—they represent the simplest method of constructing an adventure, since a dungeon map really is nothing more than a flow chart. At their most basic, the chambers of a dungeon represent decision points and the hallways represent paths between those points. The layout of a dungeon removes many variables from the game, allowing the GM to focus on a limited number of areas that he knows the PCs are likely to visit. Since you know what rooms and what routes are available before the game even begins, you can prepare for encounters much more easily than you can for an adventure set in a city or the wilderness, where the flow chart concept is no longer literally represented by the solid stone walls and becomes more of an abstract guide for plotting purposes.
In this section
- The Dungeon Concept Just because dungeons are some of the simplest adventure sites to build and run doesn’t mean that they need to be simplistic. A dungeon can be quite complex, filled with intrigue and dynamic elements.
- Drawing a Dungeon Map For the same reasons it’s good to outline a story before writing it, it’s good to create the map of your dungeon before populating it with encounters.
- Dungeon Ecology Once you’ve created your dungeon map, you’re ready to populate it.
- Encounter Archetypes Most dungeons feature a variety of encounter archetypes. By including encounters from as many of these archetypes as possible, you can keep your dungeon from feeling repetitive and give different characters the…
- Dungeon Toolbox An innocent facade can often hide a dark secret, and who knows what lurks behind that stuck door or beyond that rusty portcullis?
